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- Armaments
- Tier 1
- Fire Axe: Arms [Action/3/0] Melee Attack 3
- Chainsaw: Arms [Action/3/0] Melee Attack 2 + dismember
- Hand Cannon: Arms [Action/3/0-1] Shooting Attack 1
- Katana: Arms [Action/2/0] Melee Attack 1 + Dismember
- Kung Fu: Head [Auto/None/Self] Maximum Action Points +1.
- Meat Cleaver: Arms [Action/2/0] Melee Attack 2.
- Metal Bar: Arms [Action/3/0] Melee 2. Add +1 to the die roll of the Attack Check.
- Molotov Cocktail: Any [Action/2/0] Blast Attack 1 + Explosive + Chain Attack 1. The Attack Check receives a penalty of -1.
- Nail Bat: Arms [Action/2/0] Melee 1 + Explosive
- Sniper Rifle: Arms [Action/2/2-3] Shooting Attack 1. Add +1 to the die roll of the Attack Check.
- ---DoD---
- First Aid Kit: Torso [Auto/None/See Effect] At the end of the Battle Phase, if this Part is not damaged, you may choose three Basic Parts belonging to your Sisters other than yourself to regenerate.
- Shovel: Arms [Action/3/0] Melee Attack 1 + Dismember (Enemies get +2 to the Dismember Check.) Defend Maneuvers cannot reduce the damage of this attack.
- Tier 2
- Ball & Chain: Arms [Action/2/0-1] Melee Attack 1 + Stagger
- Barbed Wire: Any [Damage/0/Self] You may only use this Maneuver when you deal damage. Add +1 to the damage for an Unarmed or Melee Attack.
- Bear Gun: Arms [Action/3/0-2] Shooting Attack 3
- Boost: Head [Rapid/0/0] You cannot target yourself. Move 1.
- Boot Knife: Legs [Action/2/0] Melee Attack 2. Add +1 to the die roll of the Attack Check.
- Hand Grenade: Any [Rapid/2/0-1] Blast Attack 2 + Explosive. The Attack Check receives a penalty of -1.
- Machine Gun: Arms [Action/3/1] Shooting Attack 1 + Area Attack
- Metal Case: Arms [Damage/0/Self] Defend 1 + Negate "Explosive"
- Shotgun: Arms [Action/2/0-1] Shooting Attack 1 + Explosive. Add +1 to the die roll of the Attack Check.
- Twin Pistols: Arms [Action/3/0-1] Melee 3
- ---DoD---
- Coffin: Torso [Damage/2/Self] Defend 2. At the end of the Battle Phase, if this Part is not damaged, you may choose two of your own Parts to regenerate.
- Net Gun: Arms [Action/3/1] Shooting Attack 1 + Stagger. If this attack hits, until the end of the Turn, Move Maneuvers performed by the target on themselves cost them an additional 2 AP (this effect does not stack if multiple attacks are made.)
- ---Tier 3---
- Anti-Tank Rifle: Arms [Action/4/1-3] Shooting Attack 5
- Dynamite: Any [Action/3/0-1] Blast Attack 2 + Explosive + Area Attack
- Flamethrower: Arms [Action/2/0-1] Blast Attack 1 + Explosive + Chain Attack 1
- Flying Guillotine: Arms [Action/3/0-1] Melee Attack 1 + Dismember + Stagger
- Great Knife: Arms [Action/3/0] Melee Attack 4. Add +1 to the die roll of the Attack Check.
- Lawnmower: Arms [Action/3/0] Melee Attack 3 + Chain Attack 2.
- Monofilament: Arms [Action/2/0-1] Melee Attack 1 + Dismember + Chain Attack 1
- Rocket Launcher: Arms [Action/4/1-2] Blast Attack 4 + Explosive
- Superior Katana: Arms [Action/2/0] Melee Attack 2 + Dismember. Add +1 to the die roll of the Attack Check.
- Undead Gun: Arms [Action/3/0] Shooting Attack 1 + Explosive + Area Attack
- ---DoD---
- African Throwing Knives: Arms [Action/3/0-2] At the time of its use, you may decide whether this Part performs a Melee Attack 1 + Dismember or a Melee Attack 1 + Stagger.
- Giant Scissor: Arms [Action/3/0] Melee Attack 2 + Dismember (Enemies get -2 to the Dismember Check.)
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